Shupp +Newcome=Forever

I Heart Shupp


Topic=video game violence(for)

Media Violence Facts and Statistics. 2/26/2008 National Youth Violence Prevention Resource Center. November 13,2008 <http://www.safeyouth.org/scripts/faq/mediaviolstats.asp>.

Facts found by Jesse Powers
Typed By Rachael Vallandingham
*61% of tv programs have some kind of violence
*4% have a anti-violence team
*44% of violent interactions on tv have perpertraders that are attractive worthy of emulation
*43% of violent scenes involve humor towards the violence or used by characters involved/
*75% of violent scenes have no immediate punishment for the violence.
*40% of programs featured "bad" characters who are NEVER punished for the violence.
*Of all violent behavioral actions 58% depict no pain.,
*47% depict no harm,
*40% depict harm unrealisticly.
*86% feature no blood or gore.
*only 16% feature realistic consequences of violence
*74% of familes with school aged children own video game equipment.
*they play an average of 53 minutes a day.
*88% of parents regulate supervisng children and their tv watching.
*Only about 48% regulate suprervising children and their video games
*in 2001 a review of 70 top selling video games-- 89% of those games contained some kind of violence,
*49% serious violence,
*40% comic violence.
*a recent meta-analysis of studies investagating the impact of violent video games on aggressive behavior foud that the exposure to violent video games has a relatively small effect on physical aggression and a moderate effect of aggressive thinking
*researchers think that violent video games will cause children to behave violently
*1999-2001 amount of serious violence in tv decreased by 17%
*premium cable decreased by 65%
*broadcast networks decreased by 11%
*violent video games have not been studied as extensively as movies or television
*the increasing realism might incourage greater identification w/ characters and more immatation of video games
*41% of games violence was necessary for the character to achieve their goal
*In 17% of games violence was the primary focus.



Jenkins, Henry. Reality Bytes: Eight Myths About Video Games Debunked . PBS. november 13, 2008 <http://www.pbs.org/kcts/videogamerevolution/impact/myths.html>.
Facts found by Jesse Powers
Typed By Rachael Vallandingham

*according to federal crime stats. the child crime rate in the U.S. is at a 30 year low
*its been found that people serving time for violent crimes consumed less media before commiting the crime than the average person
*90% of boys play video games
*40% of girls play
*the majority do NOT commit unsocial acts
*the strongest risk factors for school shootings center on home life and mental stability NOT media
*most studies that say video games are directly linked to violence are discredited; found a correlation not a relationship
*aggressive people like aggressive entertainment
*No research has found that video games are a primary factros of that vidolent video game play could turn a person into a killer
*1/4 of children identify a M rated game as their fav.(ages 11-16)
*62% of console market and 66% of the PC market is 18 and over-a.ka. caters to adults
*proves parents need to share responsibility for waht is appropriate for their children
*the FTC found hat 83% of game purchaes for underage children are by parents
*video games are used to train soilders for militarty combat
*military uses games as part of a specific curicuulum with certain goals
*research suggest games can enhance learning
  • video game players are described as active problem solvers
*dont see mistakes as errors but oppurtunites for improvemnt...
*they search for newer better solutions to challenges
*constantly forced to use scintifc theory creating new hypothesis and working through experiment
*federal court appeals judge richard posner states " to sheild children right up to the age 18 from exposure to violent images and descriptions would not only be quixotic but deforming"
*shielding children from video games would leave them unquipped from the world as we know it
*many modern games are designed to be ethical testing grounds
*they allow players to explore open ground,
*allow players to make their own choices
*allow players to witness consequences.
*unlike in a movie you can avoid the violence rather than pursue it*we can be encouraged to examine our own values to see how we behave with in virtual space
*60% of frequent players play with friend
*25% of frequent players play with spouses
*33% of frequent players play with siblings
*two players may fight to death on screen but becoming closer friends off screen
*even animals, apes, fight but in a playful way, and can make a distinction between playing and real violence
*Media reformers argue that playing violent video games can cause a lack of empathy for real-world victims
*a child who responds to video games the same way as a real-world tradey would be showing symptoms of beign emotionally disturbed b/c none of the violence in the games is real so extreme anger or depression over a comrades death is entirely uncalled for b/c in the end it is JUST A GAME!
Thompson , Kimberly . Study Finds Significant Amounts of Violence in Video Games Rated as Suitable for All Ages. November 13,2008 <http://www.kidsrisk.harvard.edu/faqs3.htm>.

Facts found by Cody McDonald
Typed by Rachael Vallandingham

*violence in video games is measured by the types of weapons used, whether the violent incident resulted in injury or death and the number of character deaths attributable to the violent incident.
*Nuclear strike 4 had 91.2% violence
*centipede has 85% violence
*worms Armageddon has 76.8% violence
*Pokemon Stadium has 73.9% violence
*Kirby 64: the crystal shards has 71.7% violence
*centipede has 23.76 deaths per minute
* *rat attack has 8.4 deaths per minute
  • goemon's great adventure has 7.84 deaths per minute
  • nuclear strike 64 has 5.35 deaths per minute
  • Super mario bros has 4.8 deaths per minute.
  • Successive games in series may tend to involve more complexity in character development
  • Successive games in series may tend to engage the played in more exploration and discovery activities that will help them achieve a goal.
  • violence is everywhere; not just video games; music, books, movies, etc.
  • *even e-rated games contain a signifigant amount of violence
  • video games have a rating system
  • EC=early childhood
  • E=everyone
  • E10= everyone 10+
  • T=teen
  • M=mature 17+
  • AO=adults only 18+
  • ratings are displayed on front of the box.
  • content descriptors are displayed on the back of the box indicating content that determined the rating(violence,mild language)
3 trained ESRB raters independently review the materials and assign a rating.


Pham , Alex. "Debate Flares Anew Over Violence in Video Games." Los Angeles Times 05 10 2005. Los angeles times. November 14,2008 http://articles.latimes.com/2005/oct/05/business/fi-violence5.

facts found by jesse powers
typed by rachael vallandingham


  • as technology advances so do graphics in the game leading to violence becoming more realistic.
  • the video game industry is a $25 billon a year industry
  • the video game industry is the only source of media that is being regulated heavily
  • in MI the sell of ultra violent video games is banned to minors under 17
  • in IL it is prohibted to sell or rent violent or sexually explict VG to miors
  • Assemblyman Leland Ye says the the graphics are too shocking and realistic NOT to have an effect on children.
  • Karen says "from movies to TV to comic books to music and now video games society tends to project its fears on to newer forms of pop culture there is a generational divide that makes people on the other side nervous"
  • in 1953 a senate sub-committee held meetings on the corruption of comic books where the tried to link comic book reading to murder
  • exposure to violent VGs over a LONG period of time would create a child that is more aggressive but b/c of the gap between generations like the 15 year old and the 30 year old are going to be affected in different ways..becuase of the brain maturity.
  • 9 descriptions for violence
  • cartoon violence
  • fantasy violence
  • intense violence
  • blood and gore.
  • many stores don't sell AO rated VGs
  • games are seen as children toys not as an entertainment medium
  • mental images of a game are that of a toy then you will be shocked, its like expecting to see seaseame street and seeing sex and the city
  • best buy and wal-mart have voluntarily restricted selling of mature games to minors
  • games are intended for adults so children wanting to play the already have aggressive tendencies
  • Today, 90% of retailers are checking the age of their customers
  • I look at video games the same way I look at advertisements,” Brown said. “They’re not designed to make you do anything you’re not inclined to do. My guess is that 99.9% of people who play games have absolutely no inclination to kill people."--brooks brown.
  • parents are using any source of media with violence as scapegoats; reasons why children are commiting aggressive crimes.
  • people that aren't always playing VGs don't see how normal they are to people who play everyday so the games look a lot worse when the kids that play alot are used to it.
  • The Entertainment Software Assn. are trying to block the laws in MI and IL becuase it is censorship
  • there is already a rating system that restricts people from buying games inappropriate for their age.
  • Adolescents are much more spontaneous
  • studies found on agressive behavior and video games don't agree w/ each other
"Violent Video Games Under Attack." Wired 04 07 2004: Wired. 04 07 2004: Wired. November 14,2008 <http://www.wired.com/gaming/gamingreviews/news/2004/07/64101>.
  • the gaming industry likes to make games better and better
  • courts have repeatedly granted games first amendment protections.
  • people who say violence in VGs effects aggressive behavior in kids dont play the games...
  • people are linking the 1999 columbine high school shootings to the violence in VGs
  • in 2003 it was found that people who play fast paced games have better visual skillls
  • none of the measures passed to ban violent VGs have survived legal challenge
  • violent VGs better prepare the soilders for the conflicts they will face in combat
  • how is it rational to let kids buy R-Rated movies with tons of violence and prevent them from buying violent VGs
  • laws limiting the buying of violent VGs die instead of getting passed
  • the most popular computer game is the sims which involves NO violence
  • by the end of 2004 a carding policy was placed in effect to prevent the purchase of inappropriate VGs to minors
  • 79% prohibit the selling of VGS to minors
  • game makers say that are responsible for the playing of games for their children
  • parents need to understand that VGs aren't just for children
  • kids don't have free access to the games
  • in the game resident evil the makers had to change the blood from red to gree
  • in the game Carmageddon makers were forced to change the look of the people that got ran over from normal people to zombies
  • new zealand, brazil and germany have restricted some violent games
  • a case of 2 teens shooting a motorist was found that they were inspired by grand theft auto
  • jack thompson feels violent VGs are training kids to kill
  • efforts to limit VGs have failed b/c of the Entertainment Software Association.
  • leland yee feels that it is ok to make an exception to the 1st amendment if it is harmful to children like alochol and porn
  • we are in a game explosion the amount of game compatible devices"will see a six-fold rise by 2010, from 415 million now to 2.6 billion."
  • the way the game effects a person depends on the way the person percieves the game
  • people growing up playing them believe the games are harmless
  • the gaming industry says limiting the selling of VGs is a severe blow to the 1st amendment
  • censorship
  • playing violent VGs increases aggressive behavior
  • doctors say violent VGs are harmful to children
  • games have rating systems and a description why they were rated what they were rated

Walsh, David. Video Game Violence and Public Policy. National Institute on Media and the Family. November 18,2008 <http://culturalpolicy.uchicago.edu/conf2001/papers/walsh.html>.


  • video games have been around 30 years in 2002
  • as technology grows so does the advancement of VGs
  • VGs have gone from processing 350,000 pg/s to 125 millon pg/s (pg/s= polygons per second)(polygons=a measure of action and graphic quality)
  • 79% of children play VGs on a regular basis
  • children between 7 and 17 play an average of 8 hours a week
  • games are fun
  • games provide practice in problem solving and logic
  • concern on VGs is based on the assumption that they cause aggressive behavior
  • that conculsion was based on a research between tv and children and aggressive behavior
  • cause-effect relationship found between aggressive behavior and violent media
  • children imitate the actions of the character they identify with
  • usually the character the children identify with is the p-o-v of a shooter
  • VGs require active participation rather than passive observation
  • repition increases learning
  • VGs involve lots of repititon-repition of violent actions=violent behavior
  • rewards increase learning
  • VGs are based on a reward system.
  • Exposure to violent games increases physiological arousal.
  • heart rates and blood pressures increase when playing VGs
  • Lynch shows the effect may be greater on already aggressive kids<3
  • who scored in the top 20% on a trait hostility scale showed much greater increases in physiological response than students scoring in the bottom 20% of the hostility scale.
  • more hostile children showed more response in adrenaline,nor-adrenaline, and testosterone
  • effects like those are important cause they are seem when people get in a fight.
  • violent VGs increase violent thoughts
  • violent VGs can effect men,woman, adults and children
  • hostile attribution bias =aggressive children perceiving the actions of peers
  • children who play violent VGs are more likely to have a hostile attribution bias.
  • playing Violent VGs increases aggressive emotions
  • kids report that violent VGs make people more mean and moody
  • addicts to VGs are more likely to be in a bad-mood before,after and during game play
  • playing violent VGs increase aggressive actions
  • students who played more violent video games were also more likely to see the world as a hostile place
  • kids who play violent VGs are more likely to get into more fights
  • its said that hostility is the cause not VGs
  • least hostile children who play games are more likely to get in a fight then most hostile children that do not.\
  • playing VGs decreased pro-social behavior
  • research on violent VGs to violent TV is similar
  • need to be scientific certainty that such games would actually harm a child before the child’s First Amendment rights could be restricted
  • restrcting games violates first amendment rights
*rachael vallandingham